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gml_RoomCC_rm_snowdin_01_yellow_1_Create:
"* (The original text of this sign#  was crossed out.)"
"* (Now it reads \"Entry Forbidden\"#  in blue crayon.)"

gml_Object_obj_delta_rune_Step_0:
"* (There appears to be something#  interesting on this rock.)"
"* (Touch it?)"
ch[1] = "Yes"

"* (A large rock with a symbol#  carved into it.)"

gml_RoomCC_rm_snowdin_03_yellow_3_Create:
"* (The back is far more#  interesting than the front.)"

gml_Object_obj_giantrock_yellow_Create_0:
"* (It's a big and imposing rock.)"
"* (It seems to be perfectly#  blocking the cave entrance.)"
"* (Passing looks impossible for#  the time being.)"

"* (An annoying boulder blocks the#  cave.)"

gml_Object_obj_adventurers_campfire_Create_0:
"* (You feel heat coming from the#  pile of stones.)"

gml_RoomCC_rm_snowdin_04_yellow_2_Create:
"* This is a box."
"* It is a stupid box."
"* You can put items in it and#  they'll stay there."
"* Until you take it out that is,#  then it's not there."
"* And then there are more of#  these boxes later."
"* You can use them to retrieve#  the stuff you put it this box."
"* It's super dumb."
"* Sincerely, a box hater."

gml_RoomCC_rm_snowdin_04_yellow_3_Create:
"* (There's a fishing hole cut#  into the ice.)"

"* (A fishing hole.)"

gml_RoomCC_rm_snowdin_06_yellow_1_Create:
"* (You look at the glistening#  crystals.)"
"* (Your skewed reflection stares#  back.)"

"* (You glare at the crystals.)"
"* (Your skewed reflection glares#  back.)""

gml_RoomCC_rm_snowdin_06_yellow_2_Create:
"* (You look at the glistening#  crystals.)"
"* (Your skewed reflection stares#  back.)"

"* (You glare at the crystals.)"
"* (Your skewed reflection glares#  back.)"

gml_Object_obj_snowdin06_puzzlesign_overworld_yellow_Step_0:
"* To whom it may concern:"
"* In accordance with Royal Guard#  guide book section four,#  paragraph two,"
"* This puzzle is intended to#  impede the progress of an#  intruder (probably you),"
"* Entertain the residents of the#  surrounding area (Snowdin),"
"* And appear intimidating to#  would-be intruders or#  wrong-doers,"
"* (I'm unclear on what they mean#  by that, just go with it.)"
"* To pass by this challenge, you#  must melt the icecube."
"* Make sure the ball-thing gets#  to the bottom without breaking#  though."
"* Signed: Martlet of the#  Underground Royal Guard"
"* P.S."
"* If one of the logs gets stuck,#  just jiggle it a little."
"* I noticed it was sticking the#  other day, but you know how it#  is with D.I.Y. projects."
"* Always something has to go#  wrong!"
"* So yeah, just a quick jiggle#  will do!"
"* P.P.S."
"* I just realized that you might#  not be able to reach the log to#  jiggle it!"
"* I mean, not everyone can fly,#  or is freakishly tall!"
"* Especially if you're a human or#  something!"
"* So just hope it doesn't get#  stuck!"
"* P.P.P.S."
"* I figured it out!"
"* If it gets stuck, just wait!"
"* I come around to inspect the#  puzzle quality every third day!"
"* Just hang out right where you#  are for a day or two!"
"* Oh, and hope it doesn't get#  stuck!"
"* P.P.P.P.S."
"* I have been informed that the#  amount of P.S.'s on this sign#  is \"unseemly.\""
"* I am very sorry for any trouble#  they've caused."

"* (Read the instructions again?)"
ch[1] = "Yes"
ch[2] = "No"

gml_Object_obj_woodboard_overworld_yellow_Step_0:
"* The water-meter is full of#  liquid ice."

"* A tube full of water."

gml_Object_obj_snowdin06_lever_overworld_yellow_Step_0:
"* The switch won't budge anymore."

gml_Object_obj_lamppost_Create_0:
"* (It's an out-of-place#  lamppost.)"
"* (There is a patch of partially#  melted ice at tongue level.)"

"* (A dim lamppost.)"

gml_Object_obj_martlet_note_Create_0:
"* Dear owners of dilapidated#  cabin:"
"* First, I am very sorry that#  your cabin is so dilapidated."
"* Like, I don't know what#  happened to it, but I'm sure it#  was unfortunate."
"* Second, I am sorry that some of#  your wood has gone missing."
"* According to the Royal Guard#  guide book section forty-two,#  paragraph one,"
"* So long as notice is given to#  the original owner at least two#  business days prior,"
"* Any and all eyesores can be#  repurposed for puzzles or other#  diversions."
"* Well, I didn't know how to#  contact you, but consider this#  notice!"
"* ...Unfortunately not of the#  prior variety, but you know...#  notice."

gml_RoomCC_rm_snowdin_08_yellow_5_Create:
"* (Some wood; presumably taken#  off of the dilapidated#  shack.)"
"* (You notice a blue feather#  hidden behind it.)"

"* (Remains of the tattered shack.)" (unused)

gml_RoomCC_rm_snowdin_08_yellow_4_Create:
"* (It's a snowcastle! How cute!)"

"* (Snowcastle.)"

gml_RoomCC_rm_snowdin_08_yellow_6_Create:
"* (A collection of luggage,#  protecting all of Dalv's fancy#  outfits.)"

gml_Object_obj_dalv_luggage_Create_0:
"* (A collection of luggage,#  protecting all of Dalv's fancy#  outfits.)"

gml_RoomCC_rm_snowdin_08_yellow_7_Create:
"* (Moving boxes containing odds#  and ends from Dalv's old living#  quarters.)"
"* (Probably shouldn't disturb#  his business.)"

gml_Object_obj_crystal_tree_Step_0:
"* (Take the Ice Pellets?)"
ch[1] = "Yes"
 "* (Obtained Ice Pellets!)"
"* (Not enough space.)"
ch[2] = "No"

"* (An old and fragile tree.)"

"* (It's a tree. Nothing special.)" (unused)

gml_Object_obj_snowcastle_Step_0:
"* (It's a snowcastle!#* How... cute?)"
"* (You open the doors.)"

"* (You open the drawbridge.)"

"* (Your head hurts too much to#  keep going.)"

"* (It's a snowcastles.)"

gml_Object_obj_ice_blocks_Create_0:
"* (No matter how much they throw#  this ice into the river, the#  pile never lessens.)"

gml_RoomCC_rm_snowdin_12_yellow_0_Create:
"* (The remnants of a snowman.)"
"* (Once full of life.)"
"* (Now full of potential for new#  life.)"

"* (The remnants of a snowman.)"

Honeydew Resort

gml_RoomCC_rm_snowdin_14_yellow_6_Create:
"* Welcome to the Honeydew Resort!"
"* North: The Honeydew Lodge"
"* Northwest: The Honeydew#  Hotspring"
"* East: Exit to Snowdin"

gml_Object_obj_cabin_campfire_Create_0
"* (A cozy-looking campfire.)"
"* (The sweet scent of honeysuckle#  is wafting from the flames.)"

"* (A campfire.)"

"* (Looks like the fire was#  snuffed out.)"

gml_RoomCC_rm_snowdin_14_yellow_7_Create:
"* This way to the hot spring!"

gml_Object_obj_heater_snowdin_14b_overworld_yellow_Create_0:
"* (Nice and cozy!)"
"* (You notice a sticker on the#  heater.)"
"* Crafted with love by#  Chujin & Martlet!"

"* (A space heater.)"

gml_Object_obj_honey_cooler_snowdin_14b_overworld_yellow_Create_0:
"* A cooler full of honey, ready#  for drinking. "
"* ...Yum?"

gml_Object_obj_plant_snowdin_14b_overworld_yellow_Create_0:
"* You hear sounds coming from the#  plant."

gml_Object_obj_glover_Step_0:
"* (There's a single mitten on#  the ground.)"
"* (It seems as if it was recently#  discarded.)"

gml_RoomCC_rm_snowdin_14d_yellow_1_Create:
"* (The water is blocked by#  stairs.)"

gml_RoomCC_rm_snowdin_14d_yellow_2_Create:
"* (The water is blocked by#  stairs.)"

gml_Object_obj_torch_snowdin_14d_overworld_yellow_Step_0:
"* It's a regular torch."

gml_Object_obj_micro_hotspring_snowdin_14e_overworld_yellow_Step_0:
"* (How quaint!"
"* (Several Micro Froggits are#  enjoying themselves at their#  very own hot spring.)"
"* (One of them even brought#  micro-floaties!)"
"* (Another sips its micro-coffee#  then waves at you.)"
"* (Looks like the Honeydew Resort#  thought of everyone!)"

"* You watch as one Micro Froggit#  swims back and forth."
"* It's swimming at an incredible#  speed of 140,000 centimeters#  per hour!"

"* The Micro Froggits would like#  some privacy now."

"* A small hot spring."
"* The water is getting cold."

gml_Object_obj_golden_coffee_Step_0:
"* (A beautiful, delicious-looking#  Golden Coffee catches your eye.)"
"* (Take it?)"
ch[1] = "Yes"
"* (Obtained Golden Coffee!)"
"* (Not enough space.)"
ch[2] = "No"
 "* Beauty is in the eye#  of the beholder anyway."

"* (It's a cup of coffee.)"
"* (Take it?)"
ch[1] = "Yes"
 "* (Obtained Golden Coffee!)"
"* (Not enough space.)"
ch[2] = "No"
 "* It doesn't seem appetizing."

Post-Honeydew

gml_Object_obj_resort_sign_Step_0:
"* Honeydew Resort: Family owned#  and operated"
"* All travelers are welcome!"

gml_Object_obj_martlet_bridge_note_Create_0:
"* Bridge slippery during#  snowfall - NO RUNNING."

gml_RoomCC_rm_snowdin_16b_yellow_1_Create:
"* (Help, I can't melt!)"

"* (The ground is slightly damp.)"

gml_RoomCC_rm_snowdin_17_yellow_6_Create:
"* 10 steps to the East - 2nd Sign"

gml_RoomCC_rm_snowdin_17_yellow_0_Create:
"* 10 steps to the East - 3rd Sign#* 10 steps to the West - 1st Sign"

gml_RoomCC_rm_snowdin_17_yellow_1_Create:
"* 10 steps to the West - 2nd Sign"

gml_Object_obj_snowdin_18_barrel_coffee_bean_Step_0:
"* You take a look inside the#  barrel and find some Coffee#  Beans."
"* (Take it?)"
ch[1] = "Yes"
"* (You got the Coffee Bean#  Ammo!)"
"* (Not enough space.)"
ch[2] = "No"

"* (An empty barrel.)"

gml_RoomCC_rm_snowdin_19_yellow_3_Create, gml_RoomCC_rm_snowdin_19_yellow_4_Create, gml_RoomCC_rm_snowdin_19_yellow_5_Create:
"* (Some leftovers from this#  puzzle's construction.)"

"* (Just some junk.)"

gml_RoomCC_rm_snowdin_19_yellow_2_Create:
"* To whom it may concern:"
"* After building the first ball#  puzzle, I realized a fatal flaw#  in its design."
"* How was an intruder supposed to#  like, see it?"
"* The puzzle was on a higher#  plain, out of your average#  monster's eyesight."
"* If someone solved that puzzle,#  they must be very good at#  guessing."
"* In any case, I have created an#  improved version!"
"* With a new vertical design, you#  can see what you're controlling!"
"* The parts may still get stuck#  though."
"* Please refer to my instructions#  back at the first puzzle if#  that happens."
"* Signed: Martlet of the#  Underground Royal Guard"

gml_Object_obj_snowdin_19_lever_overworld_yellow_Step_0:
"* The switch won't budge anymore."

gml_RoomCC_rm_snowdin_20_yellow_2_Create:
"* (A wooden bench.)"

gml_RoomCC_rm_snowdin_20_yellow_3_Create:
"* (A wooden bench.)"

gml_Object_obj_snowdin_20_pancake_Step_0:
"* (You notice a fresh pancake#  lying under the bench.)"
"* (Take it?)"
ch[1] = "Yes"
 "* (Obtained Honeydew Pancake!)"
 "* (Not enough space.)"
ch[2] = "No"

"* (A wooden bench.)"

gml_RoomCC_rm_snowdin_21_yellow_2_Create:
"* (A note is nailed to the kiosk#  post. It says,)"
"* \"Hello, traveler! Due to#  infrequent breaks, I am prone#  to snoozing on the job.\""
"* If you're reading this and I'm#  asleep, pleeease don't just#  walk past this checkpoint!"
"* That would dock my pay for sure!#* Ring the bell to wake me up#  instead, thank you.\""
"* - Martlet of the Underground#  Royal Guard Snowdin Division"

gml_RoomCC_rm_snowdin_21_yellow_3_Create:
"* (There's a notebook on the#  counter, titled, 'My Puzzle#  Blueprints'.)"
"* (This must be where Martlet#  sketches her puzzle ideas.)"

(the following interaction is unused)
"* (An abandoned kiosk with snow#  slowly gathering inside.)"
"* (You watch as the bitter,#  whistling breeze rustles the#  notebook lying on the counter.)"

gml_Object_obj_raft_interacter_Step_0:
"* Get on the boat?"
ch[1] = "Yes"
ch[2] = "No"

gml_RoomCC_rm_snowdin_martlets_house_1_Create:
"* (The remains of your recent#  chaotic escapade.)"
"* (You hope Ava gets well soon,#  poor thing.)"

gml_RoomCC_rm_snowdin_martlets_house_2_Create:
"* (A well-used tool bench.)"
"* (You can smell the sawdust#  that covers the surface.)"

gml_Object_obj_martlets_journal_Step_0:
"* (The leatherbound book's title#  reads: Martlet's Day to Day!)"
"* (You flip to an early page and#  see an entry.)"
"* (Read it?)"
ch[1] = "Yes" "* (Continue?)"
ch[1] = "Yes" "* (Continue?)"
ch[1] = "Yes" "* (Continue?)"
ch[1] = "Yes" ch[2] = "No"